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119 records match your query.
Displaying 10 entries per page.
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Author / WWW | Name / Download | Shader Type |
Mankua | Ptex Shader Alpha 5 10.7 MB |
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14.05.2011 Ptex Shader provides rendering support of Ptex files in Max with mental ray. |
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Itoo Software | Forest Texture v3.4.1 12.2 MB |
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30.01.2011 This is a material and texture shader for use with the Forest Pack Lite plugin from Itoo Software. |
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Stefan Minning | minObjectID v2.0 95.9 KB |
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24.01.2011 This simple shader assigns each object in a scene a distinct, randomly selected color, the so called Object ID. The Include file for Max can be downloaded here. |
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Nanhua | NSLib_Particle_Age v1.0 809 KB |
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10.10.2010 NSLib_Particle_Age is a particle texture shader. |
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Nanhua | NSLib_Particle_PTex v1.0 809 KB |
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10.10.2010 NSLib_Particle_PTex is a particle texture shader which provides per-particle texture mapping (not to be confused with per-face texture mapping). |
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Alan Jones | inciDents v1.0 363 KB |
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16.04.2010 This is a basic incidence shader (similar to the Falloff map in Max) which works with displacement. |
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Alan Jones | Thickness v1.0 363 KB |
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16.04.2010 This shader returns the thickness of objects. It correctly handles intersections when used to create thickness passes. |
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Holger Schönberger | BA_color_raylength v24.02 3.10 MB |
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15.09.2009 This shader returns different types of Raylengths. Rays can be 'blurred' and they are able to ignore transparent surfaces. It has a number of different uses: Total Raylength - The total ray length from the camera to the surface, including reflections and refractions. Use it to control a value that is affected by the distance to the camera like fake depth blur or fading objects to black. Last Raylength - Returns the raylength from the last intersection to the current intersection Next Raylength - Transparency - Returns the thickness of an object. Can be used to fake something like the constant density volume shader. Next Raylength - Reflection - Returns the distance for the reflection. You can use this to fade reflections depending on the distance in rendertree or compositing. Next Raylength - Normal (Occlusion) - Same as every ambient occlusion shader, BUT this shader is able to ignore transparency Next Raylength - Inverted Normal (Edges) - Returns the edges of an objects |
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Author / WWW | Name / Download | Shader Type |
Holger Schönberger | BA_color_switcher v24.02 3.10 MB |
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15.09.2009 This shader has a number of uses: Multiple Pass Colors - With this shader you can create the whole render tree for all passes. You won't lose transparency, bump or displacement. And you can share textures, colors and fractals between multiple passes. If you have a scene with reference models and all reference models have this pass setup, you can easily add a new reference model without placing the new object into the right passes. All models have this color switcher applied, you just create one override in the pass for the switch number of this shader. Random Colors - If you have a lot of similar objects which should have a slightly different materials, then you can put the different inputs into this shader and enable ramdomize. E.g. useful to get variation in grid-textured feathers. Framebuffers - You can render different inputs into different framebuffers. This can be useful if your scene render pre-processing takes a long time and you don't want this pre-processing for every render layer/pass. |
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Author / WWW | Name / Download | Shader Type |
Holger Schönberger | BA_color_mixer v24.02 3.10 MB |
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15.09.2009 The color mixer mixes two input colors. It doesn't evaluate inputs if they're not required, it has a scalar as mix input, and you can define an operation for the alpha channel. |